Borderlands: The Zombie Island Of Dr. Ned Walkthrough :

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Borderlands: The Zombie Island of Dr. Ned
(Borderlands add-on game)
FAQ/Walkthrough for XBOX 360 and PS3
By SENIORBILL
Version 1.0 April 20, 2010
Copyright 2010 by William Poneta
E-mail: bilpon1@yahoo.com
TABLE OF CONTENTS
Walkthrough (Prefix--M=Mandatory; O=Optional)
INTRODUCTION
WEAPONS
THE UNDEAD
WALKTHROUGH
WELCOMING COMMITTEE
IS THE DOCTOR IN?
EGGCELLENT OPPORTUNITY!
MISSING: HANK REISS
PUMPKINHEAD
TK LIVES!
BRAINS
BRAAAINS
BRAAAAAINS
HOUSE OF THE NED
BRAAAAAAAAAAAAINS
THERE MAY BE SOME SIDE EFFECTS
THE PACK
LEAVE IT TO THE PROFESSIONALS
BRAAAAAAAAAAAAAAAAAINS
SECRETS AND MYSTERIES
JAKOB’S FODDER
IT’S ALIVE
HITCHING A RIDE
UPSALE
A BRIDGE TO NED
HERE WE GO AGAIN
NIGHT OF THE LIVING NED
CLAPTRAP RESCUE: THE LUMBER YARD
NED’S UNDEAD, BABY, NED’S UNDEAD
INTRODUCTION
With the vault adventure behind our intrepid bounty hunter, the services of his
kind are needed on a distant isle in a far off corner of Pandora. It seems that
the machinations of the enigmatic, perhaps diabolical, Dr. Ned, “who is totally
not the Dr. Zed from the last story, though,” have gone awry. Or have they? His
experiments are responsible for an outbreak of the undead. Zombies have overrun
the island and now threaten to overrun Pandora itself, threatening normal life
on the entire planet. The Jakobs Corporation manages the island and, whether are
not they are complicit in the outbreak is unclear, but they are eager for any
help they can get to contain the contagion.
The missions are independent of the main storyline, except in one regard. You
enter Jakobs Cove with all of your weapons, mods, money and action skills and
with your level intact; and the undertaking on the dismal Zombie Island of Dr.
Ned is an absolute blast, overflowing with dark humor. From the hilarious
repartee of Marcus and his young son in the stories introduction, to the
coldhearted madness of Dr. Ned, to the painful but hilarious quandary of an old
acquaintance and the antics and bravado of the local Claptrap, the adventure is
brimming with humor and the gunplay and looting are in tune with the parent
game.
WEAPONS
There are 12 types of Zombies infesting Pandora. Both incendiary and explosive
weapons are highly effective against nearly all of the various Zombies.
Corrosive weapons show little or no elemental effects-Claptrap actually says
they don’t do “diddly”-and static fire is not recommended for any of the Zombie
types. Conventional weapons are also very effective, and a good conventional
shotgun will account for many of your “kills.” During brain harvesting the
conventional weapons should be favored, since an elemental plume will obscure
your vision, and a Zombie burned down by incendiary fire, for example, doesn’t
usually yield a brain.
What are the best weapons for the Island adventure? A potent fast-firing
conventional shotgun with a large magazine or quick reload speed will be a basic
weapon. A potent sniper rifle is vital for thinning the Zombie horde before they
close in on you. Consider any Maliwan volcano. A fast-firing SMG like two of
Borderlands best weapons-the Combustion Hellfire and Anarchy SMG-are highly
recommended. A fast-firing powerful conventional combat rifle or SMG, without a
scope, can be a good “brain-popper” when in close quarters; and you will find at
least one of the undead that is highly resistant to incendiary fire. The
revolvers are also an excellent choice for headshots. A Masher revolver with its
multiple shotgun-like projectiles is very effective, especially at medium to
close range. Grenades are also a potent answer to groups of attacking Zombies-
don’t discount their value.
Of the action skills, Roland’s Scorpio Turret reigns supreme against the undead
of Pandora. Not only will it target multiple enemies, but the Zombies will also
frequently attack it rather than you, allowing you some breathing space.
Mordecai’s Bloodwing can rival Roland’s Turret provided you have significantly
or fully upgraded the “Bird of Prey” skill that will allow it to attack up to 6
targets during each flight. Brick’s Berserk state is also extremely effective
against the relentless Zombies, who don’t seem to run away as much as the
Bandits in the parent game. The plume caused by his elemental artifacts can,
however, sometimes obscure your vision in the gloom of the Island-prefer the
explosive artifact to minimize this. Lilith can simply phasewalk out of danger
or past large groups of Zombies and her enhanced elemental and SMG damage is
first-rate.
THE UNDEAD
The basic “Zombie” fighting unit is by far the most numerous of Pandora’s
undead. Basic Zombies have several looks, including one type sporting a beer
helmet, but they are all similar in their attack mode. They are relatively slow
in their movements, use strong melee attacks and will occasionally stop and then
vomit directly at you. When they stop in preparation for their vomit attack,
move laterally to avoid it, or just put it down before it can spew. Headshots
are lethal and will cause their brain to pop out. This is characteristic of most
of the other types as well. Occasionally they will become like Torso Zombies
when you shoot off their legs, crawling relentlessly toward you. Interestingly
all the Zombies you encounter, of all types, will be male.
Torso Zombies will often come up out of the ground near graveyards but can
appear nearly anyplace. They are slow moving but they can be easy to miss as
they crawl toward you in the gloom of the island. When in the water they will
oftentimes totally disappear. They will spew vomit at you when at close
quarters. They are not uncommon throughout Pandora.
The Defilers are considerably tougher than regular Zombies and have the gross
habit of approaching you and spewing vomit across a broad arc, making it
difficult to avoid. This attack has the effect of obscuring your vision briefly
and of causing you to move as if mired in wet concrete. They will also either
follow up by closing in on you or retreating a short distance and repeating the
attack. At closer quarters they can use a more directed vomit attack. When a
Defiler is present, it should be a high priority target when it approaches
spewing range. These guys can be a real pain during a second playthrough. They
are highly susceptible to incendiary fire. They are not uncommon but are less
common than regular Zombies.
Psycho Zombies are the undead counterparts of the parent game’s Psycho Bandits.
When attacking they move very rapidly and when wounded they enter a berserk-like
state. Their eyes will turn red and they will charge at a quicker pace shrieking
all the way. Their melee attack can be very damaging but they can also be put
down with a single headshot. On occasion they will also stop and use a directed
vomit attack. They are not as numerous as Defilers but will occasionally come in
bunches just like in the parent game.
Midget Zombies are fairly rare in comparison to regular Zombies. These masked
shrieking undead can be a real nuisance. While they deal relatively minor melee
damage, they can jump and disappear into the gloom and clutter of the landscape
only to reappear where you least expect them. Their speed and small size make
them difficult to keep track of and difficult to target. Use a shotgun on them.
Suicide Zombies behave much like a Bruiser without a gun. The explosive barrel
they carry on their back is a tempting target and when hit it will take out the
Suicide Zombie and anything nearby. When in range they will throw the barrel at
you. It can be shot out of the air or you had better move quickly away. A
Suicide Zombie, once he has thrown his barrel, will charge into close quarters
and explode. When they are on the field, they are a high priority. Just keep
them at a distance and go for that barrel. Big as they are a shotgun blast or
two at close range will put them down.
Corpse Eaters are flying bat-like Zombies that attack in swarms. They are quick
and can be hard to get a bead on in the gloom of Pandora. They will strike
several times during each pass, oftentimes from angles that are hard to
anticipate. On the up side they deal relatively little damage, making them a
nuisance rather than a threat; but if you linger in their territory you can go
down. Where do they get their energy, there are no corpses to eat on Pandora-
well, maybe temporary corpses. They will be encountered at several places on the
island.
Skeleraaks will only be encountered along the coastline near Generally Hospital.
They are white skeletal raaks and they seem a bit tougher than the parent game’s
standard raaks. They will attack in small flocks of four or five and it will
take a well-aimed shotgun blast to put them down. They deal relatively minor
damage but they will be persistent in their attacks until you kill them. Your
encounters with them will be complicated a bit if Corpse Eaters join them as
they attack, which they are likely to do,
Badass Tankensteins carry an explosive barrel on their backs, just like the
Suicide Zombies, but they are much, much tougher. Exploding the barrel alone
will only stun them. Hammer them when they are stunned, going for highly
damaging headshots. If they get into close quarters they will charge and ram and
will use devastating melee tactics. Periodically they will employ a powerful
shock wave. When these guys are on the field they are “the” priority. They are
immune to static fire but are highly susceptible to incendiary fire. A fast SMG,
like a stinger, is also good against them. They are not common, but you will
encounter more than enough off them.
The green Tankenstein-like Loot Goon will carry a RED CHEST on its back rather
than an explosive barrel. They are tough but not as tough as a Tankenstein. They
will charge and ram, use melee attacks and, occasionally, they will employ a
directed shock ball attack. Take them out like you would a Tankenstein and make
them a priority kill when they are present. They are rare. You will likely
encounter only 3 or 4 during a complete island campaign.
Lance Zombies are only encountered in Dead Haven, formally Old Haven. Like the
Crimson Lance they are tough, somewhat tougher than regular Zombies; and, while
they now rely on basic melee tactics, they can still deploy Scorpio Turrets.
They are also susceptible to incendiary fire and a close-up shotgun blast also
works well. Numerous other Zombie types in the streets of Dead Haven will always
accompany them.
Wereskags are not actually Zombies, but are the result of Dr. Ned’s meddling
with skag DNA. They are encountered along the coastline of Generally Hospital,
at the hospital and in the Lumberyard. Like skags they use melee and leaping
attacks and are they highly susceptible to incendiary fire. The 4 mission
Wereskags on the coastline can also regenerate their health, almost
spontaneously, emerging tougher and more aggressive than before.
WALKTHROUGH
The recommended time to begin a campaign in Jakobs Cove is after completing
playthrough 1 but it can be done at any time. This walkthrough was done after
finishing playthrough 1, having achieved a level of 35; but the difficulty level
will automatically be roughly adjusted to suit your level whenever you begin the
operation. The Zombie Island campaign can actually be pursued as soon as you
reach a New-U pole at the start of a new game, but the initial mission in Jakobs
Cove would be a level 10 mission and it would be designated “Impossible” at that
early stage. Be forewarned, choosing playthrough 2 too early will also make the
action extremely challenging.
Select Jakobs Cove from any New-U station and you will be promptly greeted by
the local Claptrap. Claptrap will offer some information and warnings on the
“living impaired” and it will offer the initial mandatory mission: WELCOMING
COMMITTEE.
WELCOMING COMMITTEE, variable XP and cash
Mission: Zombies have overrun Jakobs Cove and the town’s three defensive turrets
don’t recognize them as a threat. Recalibrate the three turrets to cure the
infestation.
Follow the pathway, taking the clockwise loop north and then east toward town.
Because this is your initial entry into Jakobs Cove, the shortcut through the
building to the east of the entrance is not yet opened. Whenever the game is re-
started, however, this shortcut will allow quicker passage into town, and you
will always begin at the Jakobs Cove entrance when the game is re-started.
About halfway up the path, after the stepping blocks, you will encounter your
first group of Zombies, which will include some of the slightly tougher puke-
spewing Defilers. Don’t jump down into the low area. Use your sniper to
eradicate as many of the 15 to 20 undead infesting the area as possible from
your perch, in relative safety. The undead will straggle toward you after the
gunplay begins.
Any Volcano sniper rifle will easily deal with this bunch, but this initial
encounter is a good opportunity to experiment to select your Zombie-killing
sniper of choice. Incendiaries work well but so do the explosive and
conventional weapons. Corrosive weapons are a bit unpredictable in their effect
and as such are not a good choice. Claptrap hints that they won’t do “diddly”
against already dead flesh. Static weapons will remain ineffective throughout
the campaign.
With all of the visible undead down, jump down and take out any stragglers
before collecting the scattered loot. Continue toward town, stopping on the high
ground near the overhead “Jakobs Cove” sign. This area north of the town, near
the New-U pole, has its gates barricaded but they will soon be accessible,
providing a shortcut out of town. Take out any roving Zombies in sight below.
The three defensive turrets will be indicated in turn as waypoints, but two are
clearly visible from your position. The first turret, actually turret number 3,
is on your left side as you enter the area. It is sitting idle on the elevated
wood decking. Descend toward the turret, clearing the area of undead, and then
make a sprinting leap to the first of the three turrets and then interact with
it to calibrate it. It will immediately begin wasting any nearby Zombies.
The waypoint marking the next turret’s location is directly south of your
position and is plainly visible. Clear the area of any Zombies that the first
turret cannot target. Activate turret number 1. The last turret, turret number
2, is on the northwest side of town on an elevated platform. There will likely
be a Zombie or two near it. Calibrate it and then jump down to the nearby
waypoint. Talk to the local Claptrap.
Take in Claptrap’s daring words and heed his words about you being tasty flesh
for Zombies. This interaction will complete WELCOMING COMMITEE and activate the
new mission: IS THE DR IN?
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Note: There is a RED CHEST on top of the elevated west structure. It can be
reached by jumping onto the rusty tank on the buildings east side and then onto
the wooden platform. Jump onto the north rectangular post and from there to the
roof-a frustrating leap at times.
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IS THE DR. IN?, variable XP
Mission: The local sawbones, Dr. Ned, could use some help with the local Zombie
infestation. Go to the nearby docks to see if Dr. Ned is in his office.
Follow Claptrap and he will open the town’s southern gate so that you, another
unfortunate adventurer, can promptly become Zombie food. The graffiti near the
gate says “JAKOBS KILLED US ALL.” Are they involved? The mission’s waypoint is
clearly visible from the town’s gate, on the door of the infirmary. Sprint down
to Ned’s Bleeding Heart Infirmary. You will notice a red-eyed Corpse Eater or
two perched in the area and they will rise into the air upon your intrusion.
Interact with the message on the office door. This will complete the mission: IS
THE DR. IN? You will receive the new mission: HOUSE OF THE NED. Accept the
mission.
The first of the flying bat-like Corpse Eaters will attack as you leave the
Infirmary. They are swift and a bit hard to zero in on as they make multiple
strikes during each pass; but, on the up side, they don’t deal much damage
unless you linger and allow them to pummel you. Run back to the gate and they
will usually swarm at you in hit-able bunches; but, at this time, it is best to
just retreat into town where they won’t follow very far because of the defensive
turrets; and, anyway, you are going to need to kill them shortly anyway.
Go to the Bounty Board to acquire the missions that Claptrap has just announced
are available at that location. “Try hard,” the pleasant voiced Jakob’s lady
says, “to never shake hands with a Zombie, embrace them and never, ever initiate
oral contact of any kind.” Is getting puked on oral contact? Maybe, but if you
don’t “initiate’ it, maybe it’s okay.
Collect the three available missions at the Bounty Board and get a load of
Claptraps stellar accomplishments and talents. They are, the missions, that is,
MISSING: HANK REISS, EGGCELLENT OPPORTUNITY! and PUMPKINHEAD.
Select MISSING: HANK REISS and go east toward the vending machines to get ECHO
recording number 1 from the nearby mailbox. An upbeat Hank is optimistic and
eager to start his new duties so he can happily return to his family with a
pocketful of Jakobs Corporation’s money. The next waypoint is far to the north
out in Zombieland and will be pursued after collecting some rotten eggs for the
crazy Pandoran bandits. There’re probably side dishes for their “meat puppets.”
Switch to EGGCELLENT OPPORTUNITY and head for the south gate.
MISSING: HANK REISS, variable XP, cash and a combat rifle
Mission: Hank’s wife hasn’t heard from him in quite some time. He worked at the
Mill prior to the Zombie outbreak and she is offering a reward for any
information on his status. You will find 5 ECHO recordings to shed light on his
status.
EGGCELLENT OPPORTUNITY!, variable XP, cash and a class mod
Mission: Collect 25 stinking rotten Corpse Eater eggs along the coastline. A
bunch of crazy Bandits think them quite a delicacy and will pay well for them.
Stay near the south gate. If the Corpse Eaters are flying, fire toward them to
get them coming in your direction. If they aren’t flying you can usually pick
one off with a sniper rifle. They like to perch around the infirmary. Shooting
one will usually cause any that are in the vicinity to attack. How many you
encounter and how many eggs they yield is highly variable. I have gotten 1 and I
have gotten 8-it varies greatly; but, rest assured, they won’t be in short
supply as you head out into Zombieland.
Use your shotgun on the swift flyers that will sometimes seem to come out of
nowhere in the ominous landscape. Melee strikes are extremely effective against
them as they make repeated strikes. However many of the required 25 eggs you
acquire during this encounter, the remainder will come when Corpse Eaters attack
and drop eggs as you progress through the early missions. Turn the Eggs in at
the Jakobs Cove Bounty Board when you get all 25.
Make MISSING: HANK REISS your active mission. The next waypoint is far to the
north out in Zombieland.
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NOTE: When you kill a Zombie with a “headshot” you will usually have the
opportunity to collect a Zombie brain. Leave them lay for now. They will remain
available for collection until you re-start or quit the game; and, for now, you
have no use for them. You soon will and they will be available when you do.
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Go left or east up the hill past the Infirmary below. As you begin the loop east
and then bear north toward the waypoint, you will encounter Zombies, Torso
Zombies and Defilers just beyond the road sign. Stay on the higher ground and
snipe them as they appear. Some of them will just come up out of the ground. You
can, if patient, bag more than 15 without leaving the high ground.
If they get close, a potent, fast-firing shotgun or a multi-projectile masher
revolver is excellent against them. Hitting them high, in the head, will cause
the Zombies brain to pop-out. Don’t pick them up-yet. An incendiary SMG is also
an excellent weapon-a Combustion Hellfire, for example, is deadly to the undead
in any situation.
When the procession of the undead stops, take either path, left down through the
water or to the right over the small bridge, taking out any latecomers in your
path.
ECHO recording number 5 is located near the big metal barrier on the east side
of the Jakobs Cove map. As you move toward the active waypoint, you can collect
it now or take it in its turn. It is definitely not an optimistic recording this
time. The contagion is raging in the land and the undead are hungry for tasty
flesh. Hank has volunteered to be a guinea pig for Dr. Ned’s “antidote”-uh-oh!
If you don’t get ECHO recording number 5 now, however, you will not be able to
turn in the completed mission during your next trip into Jakobs Cove.
Continue northward along the pathway and you will see ECHO recording number 2
dead ahead as you pass the shack on your left. It’s in a small boat in a scummy
Zombie infested pool of water. Half a dozen Zombies will need killin’-or
whatever you do to the already dead-prior to reaching the still upbeat Hank
Reiss ECHO recording. He regrets cutting down the amazing trees but loves the
funny hat that his daughter gave him. The work is hard, but all is still well.
Watch out for the crawling Torso Zombies here. They can easily disappear from
view in the water and emerge near you.
Head southeast past the Hallow’s End portal toward the next waypoint for
recording number 3. Angle for the narrow passage indicated on your map northwest
of the waypoint. As you emerge from the rocky passage you will see the recording
near a shack at the bottom of the hill. Have your shotgun equipped. Corpse
Eaters will attack here and you will acquire many or all of the necessary 25
eggs at this time. You may have to announce your presence by firing at the
perched or flying Corpse Eaters to get them coming.
Go to the waypoint for the less than optimistic recording number 3. Workers are
falling sick at the mill. This is strange since Dr. Ned has just given them a
clean bill of health and a “vitamin,” as well.
The next waypoint is back in Jakobs Cove. Trek west into the town. Most of the
undead are again up and about so take them down on your way, or just sprint
past, taking out any in your direct path.
If you haven’t killed them all, the Corpse Eaters may lurk near the Infirmary,
so get the rest of the eggs if they are needed. Recording number 4 is on the
tall wooden platform near the center of the town near the broken weapons vendor.
Hank now has only three more weeks before he can leave, but now the dead are
walking all around. He isn’t optimistic at all, but he still believes in Dr. Ned
even though many doubt the Doctor’s dealings in this matter.
Turn in EGGCELLENT OPPORTUNIY and MISSING: HANK REISS at the nearby Bounty
Board. No new missions are offered at this time.
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NOTE: If you didn’t get the fifth recording you will have to pick it up and turn
in MISSING: HANK REISS at a later time.
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You now have two available missions. Both are in Hallow’s End. Select
PUMPKINHEAD and head for the waypoint to the northeast of town.
PUMPKINHEAD, variable XP, cash and a sniper rifle
Mission: Patricia Tannis is curious about a legendary creature that she calls
Bob but whom the locals call Pumpkinhead. It only seems to appear when pumpkins
are carved into creepy faces by the locals and lit with candles. She would like
you to prove or disprove the legend and she will pay for it. I guess she doesn’t
recall “that scientists don’t chase myths and legends.”
With the northern route out of Jakobs Cove still blockaded, go out of the south
gate and then east toward the waypoint-the portal for Hallow’s End. As always
some of the Zombies will again be up and around as you make your way to the
waypoint.
After you enter Hallow’s End, begin the long trek southward and be aware that
there will be 70 or more Zombies to deal with before you get to Pumpkinhead’s
lair. You will soon be in need of Zombie brains, so taking out as many Zombies
as possible by targeting their heads is advised-just don’t pick them up-leave
themm lay for future needs. A potent, fast-firing conventional shotgun with a
large magazine is a good choice for this crude brain surgery. Machine guns and
revolvers, especially masher revolvers are also quite good. Incendiaries kill
Zombies very well, but if they burn down-no brain-and the elemental plume makes
head targeting more difficult. If you get overwhelmed don’t worry about brains,
but when possible try for those head shots.
The first 15 or so Zombies will greet you as you travel west from the portal,
and as you turn south more undead-whichever way you choose to go. You will
notice a passage to the south on your map, one without the white outlining. It
is north and a bit east of the waypoint indicated on your map. That is where you
need to go.
Head toward the elevated lit pumpkin head, veering right near the New-U pole.
There is a lot of Zombies in this area, but they come in from both sides in nice
shoot able groups. You will also encounter several Suicide Zombies in this area,
probably for the first time. Target the explosive barrel they carry and back
away or shoot the barrels if they throw them at you. Be aware that the Suicide
Zombies will also explode when they are hit or when they get close to you-so
back away a bit before you pop the big fellas when they make that suicide run at
you.
Go west past the elevated lit pumpkinhead, up the hill and then curl east and
then south into the tunnel-like passage. This area is also a Zombie haven so be
prepared for about 15 more, including Suicide Zombies and the pesky Midgets. If
you cleared the prior area your six will be clear. You can snipe many of them
from the north end of the tunnel. Grenades, especially incendiaries, are also
extremely effective in the narrow corridor. Another small group will greet you
as you exit the passage.
Continue past the New-U pole, through the gate and into the ramshackle town of
Hallow’s End, looping to the northwest toward the lair of the legendary
Pumpkinhead. As you infiltrate the town, the local lunch club will put you on
menu-another 15 or so hungry Zombies. The Zombies will be a mix of the various
types with Suicide Zombies possible and they will come in from all directions
including down-from underground.
It is also possible that you can encounter your first Loot Goon in this area.
Loot Goons are large and rather tough but once they are down, you can raid the
RED CHEST it carries on its back. The loot he carries will be adjusted to your
level and can be quite good. Incendiary fire is excellent against Loot Goons. A
Badass Tankenstein will also make an appearance somewhere in the Hallow’ End map
area. When encountering either of these tough Zombies, do not stand against
them. Shoot and move away, using whatever cover is available to play cat-and-
mouse. An incendiary SMG will allow you to do this, with the Zombie burning down
as you move into and out of cover, hitting him again and again. High areas are
also very good for taking on the tougher Zombies. Rocky ledges and rooftops are
good places to take them on; hit them and then jump down, putting the obstacle
between you and your opponent when pressured.
With all of the opposition down, go into the pumpkin patch, taking note of the
sinister cave-like opening in the cliffs at the rear of the patch. Light the two
pumpkins and then sprint toward the entrance. Turn to pummel Pumpkinhead with
your weapon of choice. A rapid-firing conventional or explosive SMG is the best
weapon for this kill, since Pumpkinhead has good resistance to all of the other
elemental types. If given the chance he will come at you, throwing flaming
bursting pumpkinheads, but he will sometimes fall when you administer
significant damage. He will occasionally broadcast a ring of fire as well. Just
retreat when he comes toward you and try for headshots to maximize the damage.
Your main concern is that some stray Zombies will harass you, delaying the
demise of the Legend. If you get far enough away from Pumpkinhead, he seems to
lose sight of you. If this happens a good conventional or explosive sniper rifle
will quickly dispose of him if you target his head. You can also duck into the
vending machine shack near the entrance of the pumpkin patch.
With Pumpkinhead down and the area cleared, consult your map. You will see a
lobe of land in the extreme southwest part of your map, directly south of the
pumpkin patch. Head that way, reducing the town’s population by another 15 or
so. Leave those brains lay where they fall. Head into that lobe of land and
approach the house, which says, “Fyrestone.” After the brief cutscene, go onto
the porch and pick up TK Baha’s prosthetic leg. TK LIVES! is now your active
mission. Go find him.
TK LIVES!, variable XP
Mission: TK lives-well sort of. Maybe that exclamation point should be a giant
question mark. At any rate, he is positively obsessed with Zombie brains, raving
on and on about those tasty delicacies. Try to ease his pain, because he is
truly painful to see and hear-but very humorous as well.
Enter the house and interact with TK to com